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So I'm playing a fighter brawler, and I need more abilities like Menacing stance to encourage enemies to step away from me, what are some good abilities or items that give some sort of aura ability to hinder enemies next to me?


For an upcoming D&D game we're basing it around Halloween, and I wanted to try making a headless horseman type character.

I'm restricted to core and ultimate series (except ultimate intrigue) and I'm trying to find any way to make a character playable while still having no head. Any ideas?


Well, dex is definitely the superior stat and opens up interesting options for Combat reflexes, so I'll stack'em both up and see how they compare tomorrow


Oh, that changes a few things... Alright, quick clarification then,
1. does a nine sectioned whip have a 15 foot reach like a normal whip?
2. Does it deal lethal damage automatically?

Also, what is Defended Movement from? I couldn't find it


Oh, hm, guess I derped a bit, meant no unreasonable magic items for that level


ChaosTicket wrote:

How did you get +28 damage? That damage seems extremely high. You would need something like 66 strength for that. Power Attack can add damage but only up to +8 at level 12.

The hit chance also seems quite off in that combination.

+12 BAb, +1 weapon focus, assume 18 base strength so +4, +1 from leveling strength, so +18 without magic items.

If you use Power Attack that is a -4 to hit at level 12. Enlarge person and Longarm bracers give a additional-3 hit, +6 belt of strength(not mentioned) could give a +3 hit.

Well the feat layout I have right now is H Whip proficency

H Whip proficency
1 Whip focus
F Dodge
2 Whip Mastery
3 Mobility
4 Expertise
5 Spring Attack
6 Whirlwind attack
7 Power Attack
8 Lunge
9 Weapon Specialization Whip
10 Greater Weapon Focus Whip
11 Dazzling Attack
12 Greater Weapon Specialization Whip
13 Furious Focus

So, I assume at 27 strength, +6 item 3 stat points and the 1 18 starter that I have, using a nine section whip(NOT 100% SURE IF THIS HAS THE REACH OF A WHIP) I can wield it in two hands granting 1.5x strength and a 1:3 return on power attack.

So from there, 12 from strength, 12 from power attack for 24, and then both specializations gets my 28 damage.


This immediately comes to mind http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/horn- of-fog

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/e-g/fold- blind-man-s

So, on a side note is this character an NPC or yours?


Well currently at level 12 with a theory mock-up, using no magic items I have a basic combat array of +24 to-hit, 1d4+28 damage, and with the feat Dazzling assault added on, it can daze everyone I hit if they fail a DC 22 fortitude save. So I'd say the damage isn't necessarily optimal, but it definitely can work.

At this point I'm trying to find magic items to increase my reach and damage, with the items & spells mentioned in the first post I have about 35 ft


Prof. Löwenzahn wrote:

Seems to me you planned too many feats, how did you get two 5th and two 7th level slots? Fighters only get one feat per level (except on 1st).

I play a whirlwind attacker with the trip combat maneuver line, works well. In case opponents come too close, you could also try the pushing assault feat to keep them from full attacking

Oh, geez you're right. I think I mixed up 3.5 and pathfinder half-way through for feats. So the progression would look closer to this

H Whip proficency
1 Whip focus
F Dodge
F2 Whip Mastery
3 Mobility
F4 Expertise
5 Spring Attack
F6 Whirlwind attack
7 Whip Mastery Imp.
F8 Lunge
9 Power Attack
F10 Furious Focus

Also, I think I was a little too vague, I intend to build this as a STR focused (too many feats to go dex) with using Mobile fighter's Rapid Attack ability to move around the battlefield as I swing at everything in my path, the advice I need is on trying to maximize damage and attack range with this concept, through items, feats, or anything else


So, I'm actually playing a similar character right now. I found what I think is a decent way to get into the dimensional feats early, though you should definitely talk to your DM about it. The race Samsaran has a nice little ability called Mystic Past Lives: You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.

This allows you to pick up Dimension door off of the summoner's spell list giving it to you a whole level earlier, meaning you can start the feat chains at level 5 rather than level 7. Not to mention, Samsarans are blue, so that pushes the whole Nightcrawler thing even further.

The progression I ended up using was Fighter 1, Wizard 6(1 more for shift of 15 feet, same BAB bonus as an EK level), EK 3(going to 10). The fighter level can easily be substituted for a Swashbuckler level

EDIT: On a side note of the Mystic Past Lives ability, in addition to Dimension door I took a lot of cleric spells off of the Witch's list since they cast them as Arcane, so you could in fact run around with Cure spells, Resurrection spells, and other goodies. Also(Ask your DM about this), since you also learn Dimension door as a wizard as a 4th level spell, you can have both 4th and 3rd level spell slots dedicated to them, giving you more than enough dimension doors a day.

So you could end up with something around the lines of this

Wizard 6
Swashbuckler 1
EK 10

1 Whatever you want
3 Whatever you want
5 Dimensional Agility
W Craft Wondrous (Or metamagic, or other craft, etc)
7 Dimensional Assault
9 Dimensional Dervish
11 Dimensional Savant (If you have a rogueish type Swashbuckler, having an enemy flanked at basically all times could be useful)
13 Whatever you want
15 Whatever you want
17 Whatever you want

OR

Arcanist 6
Swashbuckler 1
EK 10

1 Whatever you want
3 Whatever you want
5 Whatever you want
7 Dimensional Agility
9 Dimensional Assault
11 Dimensional Dervish
13 Dimensional Savant
15 Whatever you want
17 Whatever you want
19 Whatever you want


So for an upcoming game, I've decided to focus on building a fighter that works around the Whirlwind attack feat. As of right now I've narrowed myself to roughly this progression

H Whip Focus
1 Dodge
1 Exotic weapon proficency Whip
2 Whip Mastery
3 Combat Expertise
3 Mobility
4 Spring Attack
5 Whirlwind Attack
5 Improved Whip Mastery
6 Lunge
7 Power Attack

At this point I'm trying to think of as many ways to further increase my attack range from the standard whip of 15 feet to maximize just how much I hit with whirlwind attack. Right now I have Lunge, Enlarge person, Long arm Bracers, and the Long arm spell.

Is there any other ways to improve this concept that I'm missing so far?